slowpoker/Assets/Mirror/Core/NetworkMessages.cs

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9.9 KiB
C#
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2024-10-17 17:23:05 +03:00
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
using UnityEngine;
namespace Mirror
{
// for performance, we (ab)use c# generics to cache the message id in a static field
// this is significantly faster than doing the computation at runtime or looking up cached results via Dictionary
// generic classes have separate static fields per type specification
public static class NetworkMessageId<T> where T : struct, NetworkMessage
{
// automated message id from type hash.
// platform independent via stable hashcode.
// => convenient so we don't need to track messageIds across projects
// => addons can work with each other without knowing their ids before
// => 2 bytes is enough to avoid collisions.
// registering a messageId twice will log a warning anyway.
public static readonly ushort Id = CalculateId();
// Gets the 32bit fnv1a hash
// To get it down to 16bit but still reduce hash collisions we cant just cast it to ushort
// Instead we take the highest 16bits of the 32bit hash and fold them with xor into the lower 16bits
// This will create a more uniform 16bit hash, the method is described in:
// http://www.isthe.com/chongo/tech/comp/fnv/ in section "Changing the FNV hash size - xor-folding"
static ushort CalculateId() => typeof(T).FullName.GetStableHashCode16();
}
// message packing all in one place, instead of constructing headers in all
// kinds of different places
//
// MsgType (2 bytes)
// Content (ContentSize bytes)
public static class NetworkMessages
{
// size of message id header in bytes
public const int IdSize = sizeof(ushort);
// Id <> Type lookup for debugging, profiler, etc.
// important when debugging messageId errors!
public static readonly Dictionary<ushort, Type> Lookup =
new Dictionary<ushort, Type>();
// dump all types for debugging
public static void LogTypes()
{
StringBuilder builder = new StringBuilder();
builder.AppendLine("NetworkMessageIds:");
foreach (KeyValuePair<ushort, Type> kvp in Lookup)
{
builder.AppendLine($" Id={kvp.Key} = {kvp.Value}");
}
Debug.Log(builder.ToString());
}
// max message content size (without header) calculation for convenience
// -> Transport.GetMaxPacketSize is the raw maximum
// -> Every message gets serialized into <<id, content>>
// -> Every serialized message get put into a batch with one timestamp per batch
// -> Every message in a batch has a varuint size header.
// use the worst case VarUInt size for the largest possible
// message size = int.max.
public static int MaxContentSize(int channelId)
{
// calculate the max possible size that can fit in a batch
int transportMax = Transport.active.GetMaxPacketSize(channelId);
return transportMax - IdSize - Batcher.MaxMessageOverhead(transportMax);
}
// max message size which includes header + content.
public static int MaxMessageSize(int channelId) =>
MaxContentSize(channelId) + IdSize;
// automated message id from type hash.
// platform independent via stable hashcode.
// => convenient so we don't need to track messageIds across projects
// => addons can work with each other without knowing their ids before
// => 2 bytes is enough to avoid collisions.
// registering a messageId twice will log a warning anyway.
// keep this for convenience. easier to use than NetworkMessageId<T>.Id.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ushort GetId<T>() where T : struct, NetworkMessage =>
NetworkMessageId<T>.Id;
// pack message before sending
// -> NetworkWriter passed as arg so that we can use .ToArraySegment
// and do an allocation free send before recycling it.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Pack<T>(T message, NetworkWriter writer)
where T : struct, NetworkMessage
{
writer.WriteUShort(NetworkMessageId<T>.Id);
writer.Write(message);
}
// read only the message id.
// common function in case we ever change the header size.
public static bool UnpackId(NetworkReader reader, out ushort messageId)
{
// read message type
try
{
messageId = reader.ReadUShort();
return true;
}
catch (System.IO.EndOfStreamException)
{
messageId = 0;
return false;
}
}
// version for handlers with channelId
// inline! only exists for 20-30 messages and they call it all the time.
internal static NetworkMessageDelegate WrapHandler<T, C>(Action<C, T, int> handler, bool requireAuthentication, bool exceptionsDisconnect)
where T : struct, NetworkMessage
where C : NetworkConnection
=> (conn, reader, channelId) =>
{
// protect against DOS attacks if attackers try to send invalid
// data packets to crash the server/client. there are a thousand
// ways to cause an exception in data handling:
// - invalid headers
// - invalid message ids
// - invalid data causing exceptions
// - negative ReadBytesAndSize prefixes
// - invalid utf8 strings
// - etc.
//
// let's catch them all and then disconnect that connection to avoid
// further attacks.
T message = default;
// record start position for NetworkDiagnostics because reader might contain multiple messages if using batching
int startPos = reader.Position;
try
{
if (requireAuthentication && !conn.isAuthenticated)
{
// message requires authentication, but the connection was not authenticated
Debug.LogWarning($"Disconnecting connection: {conn}. Received message {typeof(T)} that required authentication, but the user has not authenticated yet");
conn.Disconnect();
return;
}
//Debug.Log($"ConnectionRecv {conn} msgType:{typeof(T)} content:{BitConverter.ToString(reader.buffer.Array, reader.buffer.Offset, reader.buffer.Count)}");
// if it is a value type, just use default(T)
// otherwise allocate a new instance
message = reader.Read<T>();
}
catch (Exception exception)
{
// should we disconnect on exceptions?
if (exceptionsDisconnect)
{
Debug.LogError($"Disconnecting connection: {conn} because reading a message of type {typeof(T)} caused an Exception. This can happen if the other side accidentally (or an attacker intentionally) sent invalid data. Reason: {exception}");
conn.Disconnect();
return;
}
// otherwise log it but allow the connection to keep playing
else
{
Debug.LogError($"Caught an Exception when reading a message from: {conn} of type {typeof(T)}. Reason: {exception}");
return;
}
}
finally
{
int endPos = reader.Position;
// TODO: Figure out the correct channel
NetworkDiagnostics.OnReceive(message, channelId, endPos - startPos);
}
// user handler exception should not stop the whole server
try
{
// user implemented handler
handler((C)conn, message, channelId);
}
catch (Exception exception)
{
// should we disconnect on exceptions?
if (exceptionsDisconnect)
{
Debug.LogError($"Disconnecting connection: {conn} because handling a message of type {typeof(T)} caused an Exception. This can happen if the other side accidentally (or an attacker intentionally) sent invalid data. Reason: {exception}");
conn.Disconnect();
}
// otherwise log it but allow the connection to keep playing
else
{
Debug.LogError($"Caught an Exception when handling a message from: {conn} of type {typeof(T)}. Reason: {exception}");
}
}
};
// version for handlers without channelId
// TODO obsolete this some day to always use the channelId version.
// all handlers in this version are wrapped with 1 extra action.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static NetworkMessageDelegate WrapHandler<T, C>(Action<C, T> handler, bool requireAuthentication, bool exceptionsDisconnect)
where T : struct, NetworkMessage
where C : NetworkConnection
{
// wrap action as channelId version, call original
void Wrapped(C conn, T msg, int _) => handler(conn, msg);
return WrapHandler((Action<C, T, int>)Wrapped, requireAuthentication, exceptionsDisconnect);
}
}
}